alre
Balancing Advisors-
Posts
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Everything posted by alre
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Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
wow, this looks like a game from 20 years ago. -
at the moment one can only download the "unfair" version
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yeah I guess that times that are convenient both for europe and for america, are not too convenient for india.
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Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
interesting, I didn't know it, it seems very fun and daring, but also very complicate. Silica trailer gives a wholly different impression to me. -
Others RTS - Discuss / Analysis
alre replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
seems like a very bad idea to me, I hope I'm wrong. mmmh humans colonizing planets and fighting arthropods, sure hope there's more. -
on both what? are we still talking about a fictionous ancient world were barracks were a thing? ok so these "barracks" had room for horses. nice.
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Mainlog.html reveals too much sensitive information
alre replied to Yekaterina's topic in Bug reports
it shouldn't be that difficult to only send chat messages to the intended recipients, to read and log. I don't see much use in hiding players' IP until we get the much awaited headless host server. -
Introducing the Official community mod for Alpha 26
alre replied to wraitii's topic in Gameplay Discussion
maybe a shield bearer? -
I don't see nothing problematic in that picture, as long as you are capable to add 60 to 13. Are you talking about something else in that picture, or something not visible in it? Do you mean the circles visible around selected towers? Because those cannot be reliable with this engine.
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- @stan
- @hannibal_barca @andybeauty
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what's the point? parabolic range would be computed every time anyway.
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- @stan
- @hannibal_barca @andybeauty
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https://en.m.wikipedia.org/wiki/Tunnel_warfare
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I believe siege mines would be a great addition to the game. I have been thinking about that for some time now, but I've never put the work in.
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Look of the athenian champions
alre replied to Silier's topic in Game Development & Technical Discussion
one can suppose they were used not differently than classic hoplites, hence the omission. -
it doesn't seem too complicate to me.
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- @stan
- @hannibal_barca @andybeauty
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just get rid of levels completely. problem solved.
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did you test battle scenarios?
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The Kingdom of Kush: A proper introduction [Illustrated]
alre replied to Sundiata's topic in Official tasks
yeah, it helps for unit identification too.- 1.038 replies
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- civ profile
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Some players reads enemy chat while playing
alre replied to guerringuerrin's topic in Gameplay Discussion
cheating in 0ad is easy, there is no anti-cheating at all and basically anything can be done unless it breaks the game rules. Helicity's script is helpful, and so are rossemburg's comments, as for promoting cheating. I guess patching the mod could discourage cheating somehow, but this kind of public display seems pointless to me. -
The Kingdom of Kush: A proper introduction [Illustrated]
alre replied to Sundiata's topic in Official tasks
what would it take to turn the spare javelins? they pinch the shield.- 1.038 replies
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- civ profile
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My wishful proposal for ranged units differentiation (motivations below): - Slingers: longest range units, very precise, very low damage, very low armor, but quite fast. Instantly get shredded by whoever reaches them. used for harassment more than anything else, like archers in A24, but somehow lower damage. Not too much though. - Archers: heavier units equipped with a shield in their back, and slower. Good range and decent damage, but inaccurate, they are the best ranged unit if in big enough numbers. Decent also against light-medium cavalry, they are countered by heavy infantry. - Javelineers: Fast moving, with some armor (similar to archers), they have a range short enough to make them struggle when massed. They are particularly good against heavy infantry, but not against cavalry (hard counter? maybe a trigger that makes the javelin "miss" at random against nimble enemies) and they beat archers when the numbers are low enough. - Heavy javelineers: javelineers with big shields could have higher armor against missiles, they would be a strong counter against archers, but they would be bad against lighter javelineers, because the latter would have the "nibliness" bonus, while the former not. - Longbow archers: nubian and indian archers are depicted with no shield or armor in the game, so maybe these should have less armor but more accuracy than regular archers. While writing this "proposal", I realised I didn't have many motivations after all, I'll say just a few things about slingers: there is a number of sources saying they had greater range than archers, and even now you can take a long sling and learn in no time to throw rocks for hundreds of meters, bows take a LOT more exercise. Difference in accuracy between slings and bows is only introduced here as a mean for differentiation. In general though, I tried to make a "realistic" proposal overall.
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well you coulddo that. and you could use that data to retro-test modifications to the rating algorithm. I guess it's still possible with old data alone.
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I Need Some Tips On How To Destroy Massive Archer Army
alre replied to Huffman3829's topic in General Discussion
archers suck, the only good thing about them is that archer civs usually have +10% pop, so you can overwhelm your enemy. the only use case where I managed to leverage smaller numbers of archers was while rushing with nubia, and using archers to negate starting mines, but only after taking the upper hand with jav cav and using that as a fast reinforcement for archers as they were chased. always keep archers next to safety, use them as an extension of fortresses. -
f$ck, how would someone dump ratings history now?
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remember that all lobby chat is available on discord. downloading it is also possible through external tools although not totally ok with the terms and conditions of discord.